Forsaken Roles Explained: Every Survivor Class and Killer Playstyle (2026)
Forsaken roles explained from the Official Forsaken Wiki: Sentinels, Supports and Survivalists, every survivor by class, and every killer playstyle label.
Forsaken roles are the classes the Official Forsaken Wiki sorts characters into: every survivor is a Sentinel, a Support or a Survivalist, and every killer carries one or more playstyle labels such as Trapper, Rushdown or Burst. When people search for forsaken roles they usually mean one of two things, and this page answers both. The first is the round itself: one player is the killer and everyone else is a survivor. The second, and the one that changes how you play, is the class system. The wiki's Characters page says survivors have unique abilities that place them into three distinct categories, and its Playstyle template gives each category a one-line definition. A Sentinel is a survivor whose abilities are capable of stunning and hindering the killer. A Support is a survivor whose abilities primarily aid their teammates in or out of chase. A Survivalist is a survivor whose abilities primarily aid themselves in or out of chase. Killers get no class; instead each one is tagged with playstyle labels that describe how it applies pressure. Below, every one of the 13 survivors on the main roster is placed in its class (Helperbot, a Support, joined as the 13th on 16 October 2026) with what its abilities actually do, the 8 killers are laid out by label in one table, and the last sections cover how a survivor team fits together. Every number is from the Official Forsaken Wiki, read in October 2026 (https://forsaken.wiki/Characters).
The two sides
Before classes, there are sides. According to the wiki's Game Mechanics page, the player with the highest Malice is selected as the killer when a round loads, and everyone else plays a survivor: one killer against everyone else in the server, which means up to 8 survivors in a full 9-player server. The killer's job is to bring every survivor to zero HP before the timer runs out, and each kill adds 40 seconds to the clock. Survivors win by outlasting the timer, and they shorten it by completing objectives: finishing all of them removes a full minute. The timer itself depends on lobby size — 3 minutes with four or fewer players, 3 minutes 30 seconds with five, 4 minutes with six or more. When only one survivor is left, Last Man Standing sets the clock to 1 minute 14 seconds. Everything a class does is aimed at that clock: Sentinels buy time by disabling the killer, Supports keep teammates alive long enough to matter, and Survivalists make themselves hard to finish. The full side-by-side character list lives on the Forsaken Survivors hub and the Forsaken Killers hub.
Sentinels: the survivors who fight back
Five survivors are Sentinels: Shedletsky, Chance, Guest 1337, Two Time and Jane Doe. The wiki's definition is narrow and useful — their abilities are capable of stunning and hindering the killer. That does not make them tanks: Jane Doe starts at 60 HP and Two Time at 80. What they share is at least one ability that interrupts the killer directly, which is how a Sentinel turns a lost chase into a few extra seconds for everyone else.
Shedletsky
Shedletsky is the free Sentinel, with 100 HP and a wiki difficulty of 2. His Slash has a 0.55-second windup, deals 30 damage and stuns the killer for 3 seconds on a hit, on a 40-second cooldown; while swinging he moves 75% slower for 1.4 seconds, so a whiff is costly. Fried Chicken restores 5 HP at once and 25 more over 10 seconds, can be used only twice a round, and is cancelled if he loses 5 or more HP while eating.
Chance
Chance (777 Player Points) is a Sentinel built on odds. Coin Flip, on a 1.75-second cooldown, either gives a charge to his other abilities on heads or stacks Vulnerable on tails, with no cap on the stacks. One Shot fires an unreliable flintlock after a 1-second windup: per the wiki, 25% of the time nothing happens, 25% it explodes (25 damage to Chance, a 5-second stun on a killer inside the blast, and the ability disabled), and 50% it fires, stunning a killer within 90 studs for 1 to 4 seconds. Each extra charge raises the chance of a clean shot by 20%. Reroll re-rolls his maximum HP between 55 and 120, never above 130.
Guest 1337
Guest 1337 has the highest survivor HP at 110, thanks to his Made To Last passive, and Self Sacrifice gives him hit priority over other survivors and structures. Block (27-second cooldown) fully negates basic attacks only; a successful block grants +10 permanent overheal, resets Punch, and slows the killer by 30% for 1 second. Punch deals 25 damage with Helpless and Slowness II for 2 seconds, and a Punch thrown right after a block becomes a Parry Punch: 35 damage and a 2-second stun. Charge shoulder-bashes the killer backwards on a 40-second cooldown.
Two Time
Two Time starts at 80 HP and plays for a second life. Sacrificial Dagger (30-second cooldown, 0.25-second windup) does 10 damage from the front with Slowness II and Helpless for 1 second, or 20 damage from behind with a 2-second stun, 3.5 seconds if the backstab is crouched. Stabs fill the Oblation bar — 20% from the front, 40% from the back — and a full bar sends Two Time back to their Ritual with 50 maximum HP after a lethal hit. Crouch grants Undetectable and Invisibility III for up to 15 seconds.
Jane Doe
Jane Doe is unlocked through a quest rather than bought, and her 60 HP comes with a catch: Shatterpoint gives her 40% damage reduction but she cannot be healed by outside means, so Supports cannot top her up. Crystal Pitch (16-second cooldown) puts a stack of Resonance on the killer for 30 seconds. Hatchet then cashes those stacks in: 25 damage after a 0.75-second windup, and a stun of 2.5, 3.5 or 4.5 seconds at Resonance I, II or III. Her Digital Footprint passive shows her the killer's footprints.
Supports: the survivors who keep others alive
Five survivors on the main roster are Supports: Elliot, Builderman, Taph, Dusekkar and Helperbot, who joined them on 16 October 2026. The wiki defines a Support as a survivor whose abilities primarily aid their teammates in or out of chase. In practice that splits three ways. Elliot and Builderman heal. Taph and Dusekkar shape the chase itself, slowing or revealing the killer and shielding whoever is being hunted. Helperbot boosts the whole team: Radar reveals unfinished generators and items, Pulse grants Regeneration and Resistance, and Inspiration gives nearby teammates Haste V. None of the five is built to win a chase alone; Elliot and Helperbot have 80 HP each.
Elliot
Elliot is the free Support, difficulty 2. Pizza Throw (30-second cooldown) drops a pizza that lasts 15 seconds and heals whoever picks it up 5 HP instantly plus 15 over 4 seconds. His Order Up! passive adds 2 HP of healing per completed generator, up to +10, so a pizza can reach 30 HP. He cannot eat his own pizzas. Deliverer's Resolve reveals any damaged survivor's aura to him for 12 seconds, coloured by their HP, and healing earns charges for Rush Hour, which turns into a speed boost of up to Speed III for 4 seconds when a killer is within 85 studs.
Builderman
Builderman (500 Player Points, 90 HP) supports through constructions that each take 6 seconds to build and are cancelled if he is hit mid-build. A Sentry (30 HP) targets killers within 65 studs and applies Slowness II for 1 second; a Dispenser (15 HP) heals every teammate within 16 studs by 1 HP per second. Both cooldowns only start once the building is destroyed. Carry lets him pick a building up and move it, at 10% reduced speed and with no sprinting.
Taph
Taph (600 Player Points, difficulty 2) is a trap-laying Support. Tripwire (25-second cooldown) arms after 1.5 seconds, Taph can keep up to three, and a killer who walks over one is revealed to every survivor for 8 seconds and gets Slowness II for 4 seconds. Subspace Tripmine (40-second cooldown) arms after 3 seconds, lasts 50 seconds, and explodes when the killer comes within 19 studs with line of sight, inflicting Subspaced III, Weakness V and 3 seconds of Helpless. Taph takes the full effect too if caught in the blast.
Dusekkar
Dusekkar (600 Player Points) carries the highest survivor difficulty rating, 5. Spawn Protection (35-second cooldown, 95-stud range) shields a teammate for up to 3.5 seconds with Resistance IV, and a hit that would kill them is nullified outright; the same survivor cannot be shielded again for 30 seconds. Plasma Beam (28-second cooldown, 75 studs) gives a survivor Speed I for 3 seconds and 25 overheal, or gives the killer Slowness I for 4 seconds. His Levitation passive means he makes no footstep sounds.
Helperbot (joined 16 Oct 2026)
Helperbot joined the Supports as the 13th survivor on 16 October 2026 in update 5.3.0, per their wiki page (https://forsaken.wiki/Helperbot, read 17 October 2026). Helperbot's infobox lists 80 HP, a difficulty of 2 out of 5 and the same 12 walk, 26 run and 100 stamina as every other survivor. The released kit: the passive Radar reveals unfinished generators and items within 100 studs to all Survivors for 3 seconds every 12 seconds; Pulse (44-second cooldown) grants Regeneration and Resistance and stores up to three charges; Inspiration (46-second cooldown) gives nearby Survivors Haste V and builds Pulse charges. No cost is listed. The full guide is at Helperbot Forsaken.
Survivalists: the survivors who look after themselves
Three survivors are Survivalists: Noob, 007n7 and Veeronica. Their abilities primarily aid themselves in or out of chase. That sounds selfish, but a survivor the killer cannot finish is a survivor who keeps the clock running, and every second a killer spends on a slippery target is a second it is not spending on a teammate at a generator.
Noob
Noob is free, with 100 HP and difficulty 3. Bloxy Cola (50-second cooldown) gives Speed I for 10 seconds and clears any Slowness. Slateskin Potion (46-second cooldown) applies Slateskin III for 6 seconds, a slowly draining overheal, and if it wears off naturally he gets Speed II for 2 seconds. Ghostburger (40-second cooldown) grants Undetectable and Invisibility IV for 10 seconds. Each consumable slows him while he uses it and stops him sprinting, so timing matters more than raw cooldowns.
007n7
007n7 (500 Player Points, difficulty 4) survives through misdirection. Clone (27-second cooldown) creates a decoy that lives for 10 seconds while 007n7 gains Invisibility IV and 5 seconds of Undetectable; Inject switches the clone between wandering, heading for the furthest survivor spawn, or following the cursor on desktop. c00lgui roots him for 5.5 seconds and then teleports him to the furthest survivor spawn, but any hit cancels it. The wiki notes a rework of his moveset is in progress, so these values may change.
Veeronica
Veeronica (750 Player Points, 100 HP) cannot use Medkits, Elliot's pizza or Builderman's Dispenser. Instead her battery heals up to 50 HP at full charge; it starts the round at 30% and each generator puzzle adds 8%. VANDALISM sprays up to three graffiti pieces, each taking 5 seconds, and Sk8 can only be used inside a graffiti area: she skates at 1.15 times her running speed while burning stamina 1.35 times faster. Broadcast lets her phase through the killer, gaining Resistance II for 3 seconds, Speed II for 1.5 seconds and 15% battery.
Killer playstyles
Killers do not have Sentinel-style classes. The wiki tags each one with playstyle labels instead, and its Playstyle template defines each label as a way of applying pressure (https://forsaken.wiki/Template:Playstyle). Eleven labels appear across the eight current killers. Attrition means constant, continuous and relentless attacks or chase — Slasher is the only killer listed as pure Attrition, and 1x1x1x1 pairs it with Ranged, pressure through attacks that stretch great distances. Versatile, c00lkidd's only label, means a variety of attacks fit for any situation. Trapper means cornering and limiting a survivor's options or movements, and Setplay means strategic, pre-emptive placement of objects or abilities; John Doe and Azure both carry Trapper and Setplay, and Nosferatu also lists Setplay alongside Ambush (sudden, unforeseen attacks) and Stealth (concealing position, attacks and information). Noli is Rushdown, swift outpacing movement, and Deception, trickery and mimicry. Guest 666 is Burst, an immense sudden burst of strength, and Snowball, gaining momentum from a position of power. Read the labels as a warning label for survivors: a Trapper or Setplay killer punishes the team that stays put, while a Rushdown or Burst killer punishes the one caught in the open.
Forsaken Killers by Playstyle Label, HP and Run Speed
Playstyle labels, HP, run speed and difficulty are the infobox values on each killer's Official Forsaken Wiki page, read October 2026. For comparison, every survivor runs at 26.
| Killer | Playstyle labels (wiki) | HP | Run speed | Difficulty |
|---|---|---|---|---|
| c00lkidd | Versatile | 1,000 | 28 | 3 |
| Slasher | Attrition | 2,000 | 28 | 2 |
| John Doe | Trapper / Setplay | 2,300 | 27.25 | 5 |
| 1x1x1x1 | Ranged / Attrition | 102,550 (as listed) | 27 | 4 |
| Nosferatu | Ambush / Stealth / Setplay | 1,750 | 27.5 | 4 |
| Noli | Rushdown / Deception | 2,222 | 27.5 | 5 |
| Guest 666 | Burst / Snowball | 2,750 | 27 | 3 |
| Azure | Trapper / Setplay | 1,500 | 27.25 (base), 30 (Golem) | 5 |
Source: Official Forsaken Wiki killer infoboxes, October 2026. Two labels, Trapper and Setplay, cover three of the eight killers; c00lkidd and Slasher are the free killers, and Slasher carries the lowest rating, 2.
Building a survivor team
Nobody assigns classes in Forsaken. Each player picks a character in the lobby through the shop and inventory, so a team's role mix is whatever the other players happened to equip. The ability text on the wiki still says a lot about which mixes work, because the game quietly penalises doubling up and some characters cannot use what others give.
Duplicates are weaker by design
Almost every survivor kit has a rule that shrinks it when a copy of the same character is alive. Elliot's pizza heals 20% less for every additional Elliot, capped at an 80% cut. Taph's tripwire slow loses 1.5 seconds for every Taph alive. Builderman's Sentry drops from Slowness II to I with more than one Builderman alive. Chance's flintlock stun is 15% shorter per extra Chance, Guest 1337's knockback falls 10% per copy, and if three Dusekkars shield at once, every shield breaks and Blindness and Slowness are inflicted. The wiki's message is plain: a team of different characters beats a team of copies.
Match healers to people who can be healed
Two survivors sit outside the normal healing loop. Veeronica cannot use Medkits, Elliot's pizza or Builderman's Dispenser, and Jane Doe's Shatterpoint health cannot be healed by outside means at all. A team running Elliot or Builderman alongside both of them has a healer with fewer people to heal. Dusekkar is the exception: Spawn Protection and Plasma Beam's overheal help any teammate, which is why he pairs with self-sufficient survivors better than a pure healer does.
One stunner changes the chase
A team with no Sentinel has no way to interrupt the killer except Builderman's Sentry, Taph's traps and Dusekkar's Plasma Beam. One Sentinel adds a stun — Shedletsky's 3-second Slash, Guest 1337's Parry Punch, a Two Time backstab — that can end a chase outright. Guest 1337 also has hit priority over other survivors, so he can stand between the killer and a low-HP teammate. Two Sentinels with different tools, say Jane Doe setting up Resonance and Shedletsky slashing, give the killer two separate threats to respect.
Survivalists free up the others
A Survivalist asks nothing of the team. Noob's speed and invisibility, the c00lgui teleport and Clone decoys of 007n7, and Veeronica's skating keep them alive without a healer's attention, so the Support can spend pizzas and shields on the Sentinel who is trading hits. A sensible default for a lobby of strangers is at least one of each class, then whichever characters people play best, with as few duplicates as possible. Our Forsaken Tier List ranks each character, and Forsaken Counter Picks 2026 covers which survivor to bring against each killer.
Forsaken roles: frequently asked questions
Short answers to the questions that come up most about forsaken roles, all checked against the wiki. For the full character roster with costs and stats, see Forsaken Characters 2026.
What is the best support in Forsaken?
The wiki does not rank characters, so the honest answer depends on what your team lacks. Elliot is the free healer, with pizzas worth up to 30 HP and aura reveals on anyone who takes damage. Builderman offers area healing and a slowing Sentry. Taph reveals and slows the killer for the whole team. Dusekkar can nullify a killing blow with Spawn Protection but carries the top difficulty rating of 5. Our comparison in Forsaken Support Survivors vs Sentinels goes deeper.
Which role is easiest for a new player?
Going by the wiki's difficulty ratings, the lowest any survivor carries is 2, held by Shedletsky (Sentinel), Elliot (Support) and Taph (Support). Shedletsky and Elliot are also free, so a new player can try both a Sentinel and a Support without spending Player Points. On the killer side, Slasher is rated 2 and is free. Noob, the free Survivalist, is rated 3.
Can you pick a role in matchmaking?
Not directly. The wiki describes no class-based queue: you choose your character in the lobby, and the killer is whoever has the highest Malice when the round loads. You can opt out with the Disable Being Killer setting, which stops you gaining Malice, and the wiki lists Robux items that grant +15 or +30 Malice to make being killer more likely.
What is a Sentinel in Forsaken?
The wiki defines a Sentinel as a survivor whose abilities are capable of stunning and hindering the killer. The five current Sentinels are Shedletsky, Chance, Guest 1337, Two Time and Jane Doe, and each has at least one ability that stuns or slows the killer, from Shedletsky's 3-second Slash stun to Jane Doe's Hatchet, which stuns for up to 4.5 seconds at Resonance III.
How many survivors are in each class?
Of the 13 survivors on the main roster, five are Sentinels, five are Supports (Elliot, Builderman, Taph, Dusekkar, Helperbot) and three are Survivalists (Noob, 007n7, Veeronica). Helperbot, the newest, joined on 16 October 2026. Each survivor's wiki infobox lists exactly one class.
Can a survivor belong to more than one class?
Not among the current 13 (Helperbot's infobox lists Support only). The only exception on the wiki is The Ringmaster, an upcoming survivor whose infobox lists Sentinel, Support and Survivalist together. Until that character is released the wiki gives no further detail, so treat it as unconfirmed.
Which killer playstyle is the hardest?
The wiki rates difficulty per killer, not per label. Three killers carry the top rating of 5: John Doe and Azure, both Trapper and Setplay, and Noli, Rushdown and Deception. The free killers c00lkidd (Versatile, 3) and Slasher (Attrition, 2) are the most approachable.
Does a survivor's role change in Last Man Standing?
The class stays the same, but the situation changes. Last Man Standing sets the timer to 1 minute 14 seconds and highlights the survivor and killer to each other. A Support with nobody left to help is effectively a Survivalist from that point. Two Time is the one character with a rule for it: if they become the last survivor before using their second life, Ritual triggers automatically and raises their maximum HP up to 110.
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